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![]() As Theodore pokes around, a shocking sight materializes! A twisted, nearly skeletal ghost appears in the middle of the room.
Will Saves vs Fear:
Ismene: 1d20 + 3 ⇒ (3) + 3 = 6
Marill: 1d20 + 9 ⇒ (5) + 9 = 14 Quinn: 1d20 + 3 ⇒ (10) + 3 = 13 Theodore: 1d20 + 9 ⇒ (7) + 9 = 16 Tiff: 1d20 + 2 ⇒ (12) + 2 = 14 Ismene and Quinn are Frightened for 1d4 ⇒ 1 rounds, and must flee if possible (however, they are not Panicked and so do not drop items held). Initiative:
Ismene: 1d20 + 2 ⇒ (14) + 2 = 16
Marill: 1d20 + 3 ⇒ (12) + 3 = 15 Quinn: 1d20 + 1 ⇒ (4) + 1 = 5 Theodore: 1d20 + 2 ⇒ (4) + 2 = 6 Tiff: 1d20 + 4 ⇒ (20) + 4 = 24 Monster: 1d20 + 1 ⇒ (11) + 1 = 12 Map is up. The creature is not visible at the moment, but I have marked the location where it appeared. Knowledge (Religion):
Ismene: 1d20 + 12 ⇒ (13) + 12 = 25
Marill: 1d20 + 7 ⇒ (7) + 7 = 14 Quinn: 1d20 + 4 ⇒ (15) + 4 = 19 Theodore: 1d20 + 6 ⇒ (9) + 6 = 15 Tiff: 1d20 + 8 ⇒ (2) + 8 = 10 Marill, Theodore:
This is a poltergeist, an undead creature. Quinn, Ismene:
This is a poltergeist, an undead creature. It is both incorporeal and (usually) invisible. Theodore Sense Motive DC 12: 1d20 + 8 ⇒ (16) + 8 = 24
Theodore:
A poltergeist is not a haunt, but it is a rejuvenating spirit and so your Spirit Sleuth training kicks in. You sense that only the destruction of all the major spirits in Harrowstone will put this poltergeist to rest. Round 1
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![]() Finding a way to harness a horse to the door could prove challenging. If you had chains, and could attach them to the door handle, you would be more likely to rip off the handle (possibly rendering it unable to open) than open the door. A crowbar around the jamb would be the most plausible way of opening it, but if you have no such option at present, looking for the key might be better. Taking Marill's idea... The party moves to the north. Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary. ![]()
![]() You make your way back to Harrowstone Prison. If you want to pick a specific direction, I will go with the "Rule of Two." If nobody does that, I'll just move you ahead into one direction or another. But I do want to give you time to make any preparations you wish. ![]()
![]() Ismene Albus wrote:
"There is, but it is costly. The spell Hallow would likely prevent such desecration. I have neither the magical ability nor the material resources to cast it. And it would not be able to cover the entirety of the Restlands. Just a small patch that would then be fought over and bid on such that only the wealthiest families could have such protection." "This is Ustalav," he says with a weary sigh. "The influence of the Whispering Tyrant lives on throughout the land. And so it is no easy thing anywhere in our country to keep the dead in peaceful rest.
Theophania "The Great Tiff" wrote:
The priest shrugs. "You are new in town and trouble has happened. Those of lesser intellect may draw an erroneous conclusion. Do not expect too much from people and you will not be disappointed. But as to gratitude, you have mine and that of my goddess." Back to Harrowstone? Continue with the first floor? ![]()
![]() Marill wrote: "We should definitely get Father Grimburrow to properly re-inter the body. Only he can do the right job. Otherwise we risk his soul or body returning" Theodore is a fully ordained priest of Pharasma, so he could do the job, but Father Grimburrow is the town priest. In a short while, you are able to summon Father Grimburrow to the Restlands. His voice is brusque and hoarse, but his words have some compassion to them. "Bad business, this. You did the right thing to seek to re-inter him. We in the faith of Pharasma are taught to destroy the undead abominations, but most every one of them wears the form that was once somebody's loved one. It's never easy when you know them. Garvin was a good man. His time came sooner than his family thought it should have. Sickness of the lungs. He is missed. Harrowstone is stirring. I know this wasn't you. You didn't awaken anything. Lorrimor might have, but even there I think not. Something else.
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![]() Ismene Survival: 1d20 + 4 ⇒ (12) + 4 = 16 Ismene is able to follow the tracks back to the Restlands. They lead to a disturbed grave, with dirt spilled outwards and a broken casket visible below. The headstone reads Garvin Straelock, beloved Father and Husband, 4671-4710. Do you re-inter the body?
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![]() Theophania's ray misses. Ismene's bomb explodes direct hit but no crit, and the air fills with the smell of burning decaying flesh. Marill's starknife hits, but doesn't seem to hurt the zombie at all. Quinn's charge finishes off the zombie. The body still has some fresh grave dirt on it. Do you wish to track it back to where it came from, or move on to Harrowstone? ![]()
![]() Tiff Perception: 1d20 - 2 ⇒ (18) - 2 = 16 As Tiff approaches, she detects the smell of rotting flesh. The 'man' lurches to his feet! And she can tell this poor soul passed away some months ago. Initiative:
Ismene: 1d20 + 2 ⇒ (17) + 2 = 19
Marill: 1d20 + 3 ⇒ (6) + 3 = 9 Quinn: 1d20 + 1 ⇒ (13) + 1 = 14 Theodore: 1d20 + 2 ⇒ (11) + 2 = 13 Tiff: 1d20 + 4 ⇒ (20) + 4 = 24 Zombie: 1d20 ⇒ 4 Let's say the zombie is on its feet, 20' away from Tiff, and 30' away from everyone else. Round 1
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![]() Kendra scribbles down some notes. "Different holy symbols? So Father Charlatan, most likely.
Just wanted that fact shared IC so that Theodore has the information. I'm good to move on now. Also, remember that I am doing ABP at level +1 to account for the lack of magic-marts, so you all have a +1 Resistance bonus to all saves. --- South of Lorrimor Place, you pass a set of Posting Poles. The best sources for local news in Ravengro are the posting poles located throughout the town. Here one can find dozens of messages tacked to one of the five huge posts jutting out of the ground. Pevrin Elkarid, the oldest son of the owner of the Laughing Demon tavern, has taken the role of Post Boy for the last 3 years, charging 1 cp to transcribe five copies of a post and then ensuring that the copies are posted for at least a week. It is at the Posting Poles that the locals leave news of nuptials, job postings for farmhands, or notices of missing pets. The most popular regular item at the Posting Poles, however, is the “Wealday Parchment”—a weekly posting written by elderly councilman Gharen Muricar that summarizes Ravengro’s current politics. Occasionally, it even carries news of events beyond Ravengro’s borders. The “Wealday Parchment” is the closest thing Ravengro has to a weekly paper. The current "Wealday Parchment" does not mention the arrival of a group of strangers, an unfortunate confrontation at the Restlands, nor desecration of the Memorial - so it must have come out before those events. You can be fairly certain the next Parchment will feature you. A man lies slumped against poles, hat pulled down over his face, either sick or drunk. ![]()
![]() Added the information you know about the spirits to the Campaign Info tab, as well as the cheerful little ditty. You've explored all of the top floor of the prison, a good part of the first floor, none of the balconies, and none of the dungeon. There were some pretty solid locked doors, though with the level-up and specific preparation you may be able to handle them. ![]()
![]() "Of course, Theodore," replies Kendra. "I'll start with the brandy. If you change your clothes I can have the maid start on laundry. I assume you have brought changes, but if not, there may be some of Father's that would fit.
I believe Theodore and Ismene still need to level up. ![]()
![]() Feel free to catch each other up on what happened and narrate your departure from Harrowstone. --- Weary and wounded, the party makes its way out of this haunted place and back to Lorrimor Place. Nothing troubles you on the way. "You have returned!" says Kendra. "It has been quiet here. What have you found?
While you are resting, feel free to Level up to 2! ![]()
![]() Theodore:
1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 ⇒ 2 The priest looks pleased at something. "We are in Ravengro, of course. Would you wish to pay a visit to Kendra Lorrimor? She is still in town, and it was she that paid for your funeral. It was a very nice one. Dignified." Then... he fades away. All is dark. Everybody else: The ghostly chains corrode, crack, and vanish as Marill touches the Haunt Siphon to them. The Siphon fills with green mist.
Theodore does not regain consciousness; although no longer thrashing, his breath is weak and labored, only briefly finding the strength to cough up blood. Party up! Theodore is at negative HP. Will get a Con save on his next turn.
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![]() Theodore:
1d20 + 7 ⇒ (5) + 7 = 12 1d6 ⇒ 4 The priest smiles. "Oh yes, you may get up. Well, Pharasma does not prohibit Her clergy from casting Resurrection, you know. A significant sacrifice is required to allow a detour from the River of Souls, but even so - she knows that you will return to Her in time. What matter is a few decades? She knew that this spell would be cast, and so delayed in passing judgement on your soul. Once you have been judged and sent to the Great Beyond, well, that is truly final." "What will you do now?" Everyone except Theodore: Botting Ismene.
Ismene Fort, vs fear, IC: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26 Ismene takes the Haunt Siphon from Tiff and uses it on the Cold Spot.
Theodore continues to thrash. You hear his ribs crack as the ghostly chains tighten. At least the Cold Spot is defeated (for now).
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![]() Theodore Only:
1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
1d6 ⇒ 5 A brief glimpse of unease flickers across the priest's face. Theodore also has the slightest sensation of pressure on his arms, though nothing seems to be holding him. "Why, you died in Harrowstone. Your companions brought your body back here. They found a priest of Irori to travel with them, faced many horrors, and in time - six months later - they were able to afford the diamond necessary for your return. Out of pity, they sent the diamond here so that we could bring you back."
Everyone except Theodore: Quinn tries to attend to Theodore.
Ismene and Marill may act! Tiff has a Ghost Siphon in hand if you wish to take and use it. Ismene Religion: 1d20 + 8 ⇒ (11) + 8 = 19 Marill Religion: 1d20 + 6 ⇒ (13) + 6 = 19 Tiff Religion: 1d20 + 7 ⇒ (16) + 7 = 23 Ismene, Marill, and Tiff all realize that Theodore has fallen under the effect of another Haunt (in addition to the Cold Spot haunt in this room). The Haunt Siphon could affect it (or it could be used against the Cold Spot), as possibly could spells such as Protection from Evil or Remove Fear. ![]()
![]() There is a particular situation occurring with Theodore. If he posts here in a spoiler, please do not read it (yet). And Theodore, please do not read spoilers I post for the others. Most of my spoilers are fine to read (e.g. Initiative, or the shockingly lousy Perception one above) and only used for making posts easier to read, but I will mark them with names when they are not for everyone. Everybody except Theodore: As Theodore falls to the floor unconscious, ghostly chains manifest and wrap around his body. The chains, decorated with numerous holy symbols, are slowly tightening. The Exorcist thrashes about in great pain and distress. Please make any posts reacting to this in spoilers marked "Everybody except Theodore". ![]()
![]() The large room to the east of the central hallway is the auditorium. Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars. As you enter the room...
Perception:
Ismene: 1d20 + 4 ⇒ (5) + 4 = 9
Marill: 1d20 + 5 ⇒ (1) + 5 = 6 Quinn: 1d20 + 1 ⇒ (5) + 1 = 6 Theodore: 1d20 + 4 ⇒ (5) + 4 = 9 Tiff: 1d20 - 2 ⇒ (13) - 2 = 11 Tiff notices that it is getting very cold. Initiative:
Ismene: 1d20 + 2 ⇒ (11) + 2 = 13
Marill: 1d20 + 3 ⇒ (7) + 3 = 10 Quinn: 1d20 + 1 ⇒ (12) + 1 = 13 Theodore: 1d20 + 2 ⇒ (15) + 2 = 17 Tiff: 1d20 + 4 ⇒ (1) + 4 = 5 Tiff is not fast enough to react, however. The warmth is drained from your bodies and your souls.
Theodore Will, vs fear: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Knowledge (Religion):
Ismene: 1d20 + 8 ⇒ (18) + 8 = 26
Marill: 1d20 + 6 ⇒ (20) + 6 = 26 Tiff: 1d20 + 7 ⇒ (15) + 7 = 22 Ismene, Marill, Tiff:
This is a Cold Spot haunt, and it can be harmed by fire as well as by positive energy. Surprise Round
Round 1
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![]() Theodore touches the corpse and... Perception:
Ismene: 1d20 + 4 ⇒ (7) + 4 = 11
Marill: 1d20 + 5 ⇒ (3) + 5 = 8 Quinn: 1d20 + 1 ⇒ (18) + 1 = 19 Theodore: 1d20 + 4 ⇒ (3) + 4 = 7 Tiff: 1d20 - 2 ⇒ (14) - 2 = 12 Nothing happens. There is nothing else of interest on the floor. Do you wish to go out the door in the northwest corner? It is locked and reinforced, but likely leads out to a balcony. Or do you wish to go back to the first floor and explore more? ![]()
![]() Yeah, the search function was so helpful for PbP games. Don't know what is wrong. Theodore surmises that his sister is likely correct - these various holy symbols are those of faiths common in Ustalav, and would have been used by Father Charlatan (aka Father Sefick Corvin). Do you take the holy symbols or touch the corpse?
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![]() Moving on, you check out the rest of the floor. The kitchen, in the middle of the east side, is nothing more than charred remains. The guardpost to the south, which Marill had been checking out before the stirge attack, contains little of note. It is blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs. The cells in the southeast corner do each contain skeletons, but none of them animate at your arrival. One remaining cell stands out as different from the others. It is along the south wall, just west of the guardpost. Although the cell is rather spacious, it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols. ![]()
![]() Ismene delays. The Piper of Ilmarsh continues to play. 1 Ismene, 2 Marill, 3 Quinn, 4 Theodore, 5 Tiff: 1d5 ⇒ 5
Tiff stands frozen. Tiff:
A ghostly figure advances on you, playing a flute and accompanied by a flock of stirges. You try to run, but you cannot, entranced by the music. Make a DC 14 Will save at the start of your turn to avoid being Shaken (same as everyone), and then a DC 14 Will save as a full-round action to throw off the Hold Person effect. Everybody needs to make a DC 14 Will save at the start of their turn to avoid being Shaken by the Piper's song. Marill's Countersong is not strong enough (this round, anyway) to overcome the effect. Round 3
Round 4
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![]() Theodore Samuel Walden ... wrote:
Haunt at -5 HP. Theodore knows that haunts can be damaged by positive energy or by holy water. Generally, targeting any location in the haunt's area of effect has a good chance of working. There are also some rare combat techniques that work against haunts the Soulblade feat. And, there are those four Haunt Siphons you found in the Pharasman cache. A Cure Light Wounds spell would work if you succeed on an attack roll against AC 10, and the haunt does not get a save for half. The Rod of Healing should work here as well. I see that at Level 2 Theodore gets much better at figuring haunts out. In case you all forgot about the Haunt Siphons, I will let anybody who wants one have one of the four, and anybody who wants to retcon their actions this round to use can do so. ![]()
![]() Marill's starknife misses, as does Quinn's shield bash.
The remaining skeleton attacks Quinn.
The haunting flute continues to play, but again Marill's singing is a match for it and the party is unaffected. Round 2
Round 3
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![]() The spectral flute falters briefly as Theodore's holy energy stuns the haunt. Magenta Skeleton: 1d20 + 2 ⇒ (15) + 2 = 17
Two skeletons are destroyed. One is damaged, but remains. Round 1
Round 2
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![]() The ghostly dirge continues, but Marill's song carries through it. A skeleton claws at Quinn.
His armor holds. Another moves around and attacks Tiff, to no effect.
Unable to easily reach any living foes, the last one does nothing of note. Round 1
Round 2
For narrating your actions, skeletons are AC 16, 4 HP, DR 5/bludgeoning. ![]()
![]() Excellent idea Marill! Although this is not specifically called out as a sonic effect, it seems beyond obvious to me that Countersong should work here. Marill begins singing, followed shortly by a disembodied, mournful dirge played on a flute. It is not trying to harmonize with his singing but rather overwhelm his singing and strike fear into your hearts. As his Perform result is enough to beat the DC, and you could choose to use his result after rolling your saves, everybody successfully saves this round. The skeletons slumped in their cells begin to stir to the music of the Piper of Illmarsh; although most of them are locked in their cells, some of the cells are open... four skeletons stand and emerge. Round 1
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![]() Quinn does not seem to be paralyzed, nor is he suffering any adverse effects from his minor blood loss. The Mess Hall
--- Moving on, you continue to explore this upper floor. The room next to the mess hall is an empty privy once used by the guards. Nothing remains in there. The Western Cellblock
The northwest room is a bit different; it is a short hallway leading to a reinforced wood-and-iron door that must lead out to a balcony. Perception:
Ismene: 1d20 + 4 ⇒ (6) + 4 = 10
Marill: 1d20 + 5 ⇒ (20) + 5 = 25 Quinn: 1d20 + 1 ⇒ (18) + 1 = 19 Theodore: 1d20 + 4 ⇒ (1) + 4 = 5 Tiff: 1d20 - 2 ⇒ (9) - 2 = 7 Initiative:
Ismene: 1d20 + 2 ⇒ (7) + 2 = 9
Marill: 1d20 + 3 ⇒ (10) + 3 = 13 Quinn: 1d20 + 1 ⇒ (13) + 1 = 14 Theodore: 1d20 + 2 ⇒ (1) + 2 = 3 Tiff: 1d20 + 4 ⇒ (15) + 4 = 19 Marill and Quinn hear the faint sound of mournful flute music and the eerie flapping of tiny leathery wings. A haunt is manifesting! Surprise Round - single move or standard action only (plus swift/free)
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![]() The two remaining stirges continue to attack.
Tiff AOO already rolled
While it is fast enough to dodge Tiff's antlers, she is likewise fast enough to dodge its probiscis.
But he is just fast enough with his sword, thanks to Marill's bardic magic. The stirge falls. @Marill, I'm assuming you were maintaining Inspire Courage this round. Do keep track because they go by fast at low level. One left!
Round 2
Round 3
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![]() Quinn and Ismene miss the stirges. Botting Ismene
Attack, IC +1: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
The stirges attack!
Teal on Quinn: 1d20 + 7 ⇒ (3) + 7 = 10 Quinn evades the stirge's barbed legs. Red on Quinn: 1d20 + 7 ⇒ (6) + 7 = 13 However, the second stirge does hit his Touch AC, latching on.
Round 1
Round 2
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![]() Aha! The party splits up! Marill to the south to the guardpost, while Quinn and Theodore to the northeast to the old mess hall. Marill is about to open the door to the guardpost when he hears shouts from the north - Quinn and Theodore have encountered something! Three stirges drop from the ceiling to attack the cavalier and the exorcist. Initiative:
Ismene: 1d20 + 2 ⇒ (9) + 2 = 11
Marill: 1d20 + 3 ⇒ (8) + 3 = 11 Quinn: 1d20 + 1 ⇒ (8) + 1 = 9 Theodore: 1d20 + 2 ⇒ (2) + 2 = 4 Tiff: 1d20 + 4 ⇒ (13) + 4 = 17 Stirges: 1d20 + 4 ⇒ (3) + 4 = 7 Round 1
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![]() The stairs lead up to the second level of the prison. These were the more comfortable cells, generally for less nefarious prisoners. The generally-intact ceilings are 12 feet above you; the doors, in worse repair, hang askew from their hinges. In the area to the south, a guard area is separated from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs. There appear to be cells around the perimeter walls, and perhaps a mess hall in the northeast. ![]()
![]() Of the three doors in the east side of the corridor to the north, the northernmost one opens onto a small latrine. The middle one opens onto ascending stairs. The southernmost one opens onto descending stairs choked with rubble - large stone blocks and shattered timbers. Knowledge (Engineering):
Marill: 1d20 + 2 ⇒ (11) + 2 = 13 Perception:
Ismene: 1d20 + 4 ⇒ (10) + 4 = 14
Marill: 1d20 + 5 ⇒ (18) + 5 = 23 Quinn: 1d20 + 1 ⇒ (12) + 1 = 13 Theodore: 1d20 + 4 ⇒ (11) + 4 = 15 Tiff: 1d20 - 2 ⇒ (6) - 2 = 4 Marill realizes that the rubble is not that of a collapsed ceiling, but rather a manually triggered deadfall. The rubble could be cleared, but it would take several days of work with tools, or possibly magical spells. ![]()
![]() Quinn is unable to force the door open. It doesn't even budge. Where to now? The northern double doors lead to a 50' corridor with six other exits; two west, one north, and three east. The northeast door leads to a large room of some kind.
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